﻿#region license

// Copyright (c) 2021, andreakarasho
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// 1. Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
// 2. Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
// 3. All advertising materials mentioning features or use of this software
//    must display the following acknowledgement:
//    This product includes software developed by andreakarasho - https://github.com/andreakarasho
// 4. Neither the name of the copyright holder nor the
//    names of its contributors may be used to endorse or promote products
//    derived from this software without specific prior written permission.
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#endregion

using ClassicUO.IO.Resources;
using ClassicUO.Renderer;

namespace ClassicUO.Game.UI.Controls
{
    internal class GumpPicWithWidth : GumpPic
    {
        public GumpPicWithWidth(int x, int y, ushort graphic, ushort hue, int perc) : base(x, y, graphic, hue)
        {
            Percent = perc;
            CanMove = true;
            //AcceptMouseInput = false;
        }

        public int Percent { get; set; }

        public override bool Draw(UltimaBatcher2D batcher, int x, int y)
        {
            ResetHueVector();
            ShaderHueTranslator.GetHueVector(ref HueVector, Hue);

            UOTexture texture = GumpsLoader.Instance.GetTexture(Graphic);

            if (texture != null)
            {
                return batcher.Draw2DTiled
                (
                    texture,
                    x,
                    y,
                    Percent,
                    Height,
                    ref HueVector
                );
            }

            return false;
        }
    }
}